#Unreal Engine
1 messages · Page 10 of 1
nope
game doesn't have a cutscene feature + it skips the cutscene if you reset the client
which means this is not a fun issue to debug and i'm not going to
it rarely happens anyway
idk how critical the story is to the game, but it feels like one of those things thats prolly more important here than most games
it is important and i would like to fix it but uh
too much hassle and it quite literally only happens like twice a year
if its a 1 scene meme, just kick the can down the road
it is extremely rare
yea fuck it
iirc banishers had a post-lutbuilder effect that just needed a max(0 removed
it added a haze to the screen
but my understanding is most post-lutbuilder stuff is custom
even though ue 5.4, esp 5.5 has A LOT of post lutbuilder shit nowadays
sometimes stuff just works
I have this theory that japan and maybe asia
have like a popular UE plugin
that does post-lutbuilder grading
because you have two completely different games, Berserker the first Khazan and SMT5
you know you can check
both that do more or less the same thing
run a default lutbuilder, and then have a similar looking custom shader that handles all the "custom" grading
yeah
when I was digging for fmvs to see if they where bt601 or not
it's a common tool to view paks
ngl was surprised how ez it was; I thought I was going to have to get a decrypter tool out and all that

oh sorry
btw did you play around with max ch vs. lms
out of box max ch at 5 should be more or less kinda faithful to sdr while having enough hdr hues (it gets hue/chroma from a 500 nit color)
if you want less blowout, just raise per-ch peak
discord failed
and this is what happens if I pipe it into skiv
discord tried
one thing kal tought me is before pressing enter, count to 10
oh wow that is pretty
because of how an extended tm works, it will go to infinity nits
is the blackfloor griefed all game?
no
I used to think it was my 30mbps upload griefing image uploads, esp when I tried to upload like multiple 4k hdr pics (25mb/pic)
turns out discord needs some time to process pics if you're pasting from the clipboard
so if I ctrl+v a pic, count to 10 before pasting the next pic in, and then count to 10 before pressing enter after pasting in the last pic; discord never fails
honestly from the pics you sent me
nikki doesnt have that "unreal engine look"
ue filmic is aces at home, but yea
since the games vanilla look depends so much on aces, and the params are dynamic game to game
instead of fighting it, gotta embrace it
lms you gotta drop hue shift/blowout
yea its good stuff
I suggest dropping both down to 0, and then slightly raising them to 30-50 depending on what you like + matches sdr
i'm less interested on matching SDR and more interested on using what i think looks better tbh
I mean at the end of the day play with what you think looks nice right
its just lms already has per-ch blowout in it
yeah
because it is lms per ch
50 seems to match SDR
that sounds right, and blowout 0 for all da colors if you want
and what the 3 scene grading sliders control is a per-ch displaymapper that runs
ReinhardPiecewise(extended_color, PER_PEAK, 0.18f) (default 5.f / 500 nit)
and then that color gets fed into OKLABHueAndChroma, so with stock settings we get the hue/chroma of a 500 nit per-ch color [which blows out consistently + still has a lot of color; so its not itm]
you need that with Max-Ch displaymapping, because max-ch doesnt blow out; it would be all opaque colors that look kinda bad
LMS has some blowout in it, so you dont need 100/100; maybe just a bit of hue shift if it strays from sdr too much
am i allowed to say i kinda like blowout 0 lmao
with max ch or lms?
lms
lms 0 is fine
I play with lms blowout 0, because lms has blowout built in
set it to max ch and set hue shift and blowout to 0
and you'll see what I'm talking about
yea because max ch doesnt blowout at all, which is part of its appeal
like when sampling luts, you max channel to 1.f and then inverse the scale; that way a channel above 1 never gets fed into a lut
blowout in hdr mods is always a cat and mouse game
you "need" it or else things dont look "organic" (max channel 0/0 for example)
but too much of it and you get "sdr/itm"
ngl I'm staring at the hair and wondering how they managed to make it not dithered to shit in UE
also hair not looking like shit
kind of important
for a game like this
LMAO
lms blowout 0 is some good shit actually i like this
they didnt just release slop, or release "mobile on pc"
yea its super colorful
blues might look a bit differnet, not in a bad way
they look a bit more "vibrant/lively"
but yea kinda nuts that they made a whole ass custom ue-overhaul for a mobile gacha game
idk what the ratio of mobile:pc is; but it shows they care about pc; which a lot of gacha games dont
masterduel for example is a bare minimum unity port of the mobile client
where the only buttons that work are:
ESC
LMB
RMB
middle click
this game is PC/PS5 first
mobile second
and most people play on PC/PS5
you dont really need a lot to play a children's card game, but it would be nice to have a proper pc client
like there's an insane amount of posts on reddit/discord
thats a surprise
of people who built PCs or bought a PS5
to play this game
because they started on mobile and got tired of it being meh
the ps5 bloodborne
like a console seller
like how people bought ps4s just to play bloodborne
is it solid on the ps5? like good value
like lets say your main game is nikki, and you're tired of mobile; and want to upgrade
would a ps5 pro give you all you'd want out of the game, or would you still want a gigachad pc
this shouldn't be too surprising actually, like the whole shtick of paper is that they keep making high budget/quality games for a female audience,
I didnt look at their other games
btw I heard of a chinease female first gacha games
where you'd like raid bases
PS5 is PC high settings with DRS
and like steal prisoners, and well NTR
PC high settings gets you everything including SW Lumen
and it had a mainly female and gay male audiance, and they loved the game
IN always uses a DRS with the max of 3840x2160 (100%) and the min of 1536x864 (40%), with performance mode changing the DRS target of 60FPS and the quality mode changing the DRS target to 30FPS.
i don't know about PS5 Pro
but i think the 60FPS mode isn't worth it
it drops visual quality too much
but it's a dress up platformer, 30FPS is perfectly fine
ngl sounds like a ps5 is a solid choice
assuming it stays in the dlss quality range for the most part, and isnt constantly hitting the bottom end of DRS
it hits the bottom end of DRS if you target 60FPS
but the 30FPS mode stays on the 60-70% resolution range
which is solid
let me find the gacha game
people used to say the ps5 version was bad on release
because it was capped to 30FPS
yeah, it was capped to 30FPS, but i'm going to argue that was the correct choice
because it looks so much fucking better at 30FPS
they added 60FPS with a patch after people bitched too much
but the 60FPS is a scam on base PS5
man I really want to find that game now
but google is failing me
I think I found it
Orisries nope
Here's PS5
Sadly it's sdr only but otherwise
I play this game on PS5 sometimes and it's pretty solid
I mean there is a obvious visual downgrade, but considering its what 400 bucks now
what is mobile like
in that scene
i don't have the game on my phone rn
ah thought you'd google it
and i can't install it on my phone rn because it's full
is it as griefed as the other 2 pics
actually fuck i just noticed something
thats all I have to know
probably is
the hair still isnt griefed
there are compromises everywhere else, like the floor; but thats not a big deal
unless its super compressed, why does that matter?
if TSR = latest gen; thats not that bad
it is
and at native res its pretty damn good too
I mean modern models
I play dlss balanced 4k 32 inch
gun to my head I wouldnt be able to tell
i'm on a 3070 still
I had a 3070ti for a few months; I didnt hate it
it's fine
8gb vram was the big one
at 3440x1440
like the chip itself was ok, but with 8gb vram you had like 6.5gb of effective vram after all the background shit
ya I used it on 3440x1440 too
to be fair at the time, the 3000 series was the best there was
and games where 10000x lighter than they are now
it's still a solid card outside of the vram memes
I thought you got the 5070ti though, the 500$ one

a good friend in brazil
one of my longest online friends
all pc upgrades come from the US
he has family in the us that visits him every so often
and they buy the part in the US, and they bring it over whenever they visit
or else the BR market fucks him
the thing that blew me away the most is when he told me about the qr code system to pay for shit on steam
talones or something
this was years ago
like you'd scan a qr code, then go to a deli, and then they'd process the bank payment
and it takes like a day or two or something
like a money order, but for steam
this is the old bar code system from 20 years ago
we got a modern version of that
that is a lot better and instant lmao
Pix (Portuguese pronunciation: [ˈpiks]) is an instant payment platform created and managed by the monetary authority of Brazil, the Central Bank of Brazil (BCB). It enables instantaneous payments and transfers in Brazilian real 24 hours a day and without interruptions, even outside banking hours, during holidays or weekends, with no fees.
Pix w...
the thing you mentioned is dead, nobody really uses it
everyone uses this now
@stiff loom I FOUND IT I FOUND IT
Literally my new favorite hardcore pvp game
Livestream Every Day Here: https://www.twitch.tv/jenazad
For any questions join my discord: https://discord.com/invite/7f7XfQ8XhE
#gacha #jenazad #orisries
he told me about it pre-2020
man thats like 6+ years now
is this the dress up game
I need my glasses
actually
fuck discord cucked me
1 sec
so the PS App saves pngs with a jpeg extension
and discord recompressed the png to jpg
no, its like a tactics game; where the winner takes your main gacha waifu for 8h and NTRs them [cant use that unit while somebody has her as a prisoner]
so what the chinease community started to do is assign their settlement all men to troll that their prize would be 18+ scenes with dudes; and the gay community cought on and actually enjoyed it
and it spiraled out of control
this actually looks quite a bit better than the jpeg discord recompressed lol
yeah
the trees in the background
I remember long ago when I messed around with photoshop
I got a compression slider when saving something as a jpeg
and highest quality would look as good as a png
if you crank up the quality on jpeg you can get something that looks close to lossless but also weights more
lmao
i'm comparing the PS5 screenshot to this one, and quite honestly
the only thing that i think it's a huge loss is the loss of HDR
like this looks super sad in SDR
but otherwise
i think it's solid honestly
it's worse sure but not too much
i would happy play this
sdr can look good
and not feel like i'm missing out
look at avatar
they did a good job with the sdr tonemapping and all that
so hdr isnt as transformative as it is in other games
i'm not saying it can't or even that this looks bad
but comparing the two side by side
they prolly tuned their params right + being stylistic helps
i'd much rather have the HDR image
the default ue whiteclip is 11.2, which for a realistic game clips like crazy
but for stylistic/cartoon/anime games, outside of stuff like the fireworks; it prolly doesnt clip that much
like i don't think the SDR version is bad looking, it doesn't have the UE look
prolly their params
but i do think on this scene the HDR version is huge
at the end of the day, just because its the filmic TM; everything is up to the params they slapped in
but at the same time this is also like HDR showcase demo scene lmao
like remember romancing saga 2
yeah
i understand why this happens but i'm just commenting that wow HDR looks really good here

watch this video
I was actually blown away
because it was the most random thing ever
lmao
also it has a "H-SCENE" button, so it wasnt just like "borderline hentai" scenes the popular gachas do
but full on 18+ scenes
that musical was the best part of the game
anyway why does he have a glowing rgb cape
this is the VA btw: https://myanimelist.net/people/160/Takehito_Koyasu
he's like a super energetic gigabrain weeb scientist
so they tried to make him look as flamboyant as possible
btw you're into all the dxvk/vulkan stuff
i see, based
is there a shader model 3 version of dxbc_compiler
so like sm3 cso -> spv
and then feed that to spriv cross
the game was extermely mid, and mid is being nice
I got all the endings, and I wasnt like not having fun; but its not a game I'd suggest
oh shit lets go
though it's a bit early i think
that can do 4.0-5.1 actually
since cross doesnt really run into compilation issues, it will prolly be the best sm1-3 hlsl decomp we'll have
yea, in my head 4 and 5 are the same
btw you know a lot about amd
so terraria dx9 is sm2
the modder upgraded the shader to sm3
works perfectly on nvidia
amd = black screen
even if you replace the shader with return 1 0 1 1
black screen
change shader back to sm2_0, works (1 0 1 1)
sm2 doesnt compile with reno
amd doesnt like sm2 -> sm3 
i'm only familiar with amd on the platform with real drivers
aka linux
i don't care or know what the shitty proprietary driver on Windows does lmao
yeah
but yea ngl pretty hype for sm3 cross
i was actually working on using dxvk extensions to add native HDR output to dx9 and drop the 11 interop
might finally try out FF13, there has to be something
i think this is preferable over dx9 + interop because native dx9 is slow as shit
compared to dxvk
if thats the only thing that doesnt work, thats still usable; we didnt have a proxy for a long ass time with reno
only got it with ersh's first basic proxy
that is in fact the only thing that doesn't work
but remember
this is dx9
most games draw directly to the swapchain
there's no output shader
ah
yea thats what I was going to ask
idk a lot about dx9, when it was the main format I just played games
didnt really understand the tech behind them
I do remember having to install the good ole 9.0c redistributable, or a game installing it on first launch

I guess that makes sense, render draws to swapchain, and msaa is a swapchain flag
I wonder if dx9 is finally dead dead in japan
we had 2023 new dx9 games
nope, we got 2025/2026 dx9 games 
ue3 2026 
https://www.pcgamingwiki.com/wiki/Renegade_X
The original open beta version of the multiplayer client was released on February 26, 2014. Version 1.0, officially deemed the "release version", was released exactly 12 years later.
was it in beta for 12 years, and they kept the API the same
lmao what the fuck
btw my favorite shit to showing off HDR to people is just telling them to "open the image on their phones"
because if they are on iphone they have an actual HDR screen lmao
(or android flagships)
whats cool about hdr is its a "free upgrade"
like you need a decent monitor, but its not like the monitor is ONLY for hdr; a good hdr monitor is a good monitor in general
true
but i want to explain to normies why do i spend so much time on HDR shit and the best way i found to demonstrate that is just asking them
what their phone is
and if they have an OLED screen (they probably do)
i tell them to open a screenshot on their phones
it always works lmao
i actually knew we got a 2026 DX9 game
because uh valve re-released the original CS:GO again
which is still DX9
lmao
re-releases dont count imo
like 2025 we got a proper new game
a fighting game
it was just on an ancient engine the studio was using for a decade+
@stiff loom btw you where right, I fired up SMT5 in dx11 (so the devkit shows everything), went to an area with an SDR lut, and it has a t0
dx12 you need to enable trace descriptor tables, and even then it might not show
yeah dx12 is a bit jank when it comes to this
lets see if it does for fun
but the Texture2D with Samplers is an SRV and it should show up there.
sadly idk if I cant port smt5 to extended, it relies on custom grading that needs to run in sdr srgb; but thats not the worst part
the color the grading shader expects is post-filmic grief
so I'll get the opaque blue sword tier memes if I run extended
btw i was curious too because of the particles so i asked a friend who plays on mobile to check
and she got stuck on shader compilation hell
lmao
does mobile have graphics settings
thats so far the best mobile pic I've seen
the other 2 where like ass ass
compared to pc its scuffed a.f
but still, some stuff still doesnt look bad; like the fur leg warmers
a modern ue5 game might handle them worse on pc
the particles only show up
if you get up close
and even then
it's still very nerfed
compared to PC/PS5
it looks bland
oh it's not bad
but you know

it's a lot worse
i wasn't
the screenshots i sent of mobile were intentionally made to be as unflattering as possible
but as you said, the character stuff isn't bad
it's just that busy scenes with a lot of stuff
tend to look really bad
dx12 with descriptor tables doesnt show the sdr lut
when compared to PC
ps5 was pretty solid too
yeah
i really don't think you are missing out on anything major on ps5
like you are missing out on some slightly higher graphical presets and hw lumen
but hw lumen tanks performance and doesn't even look that much better
over SW Lumen on this game
even sub 1-fps trace all doesnt show it
so i don't think you are missing out on anything there
dx12 is sadly just cursed when it comes to this stuff
I dont know shit about game dev
you really need a graphical debugger to see this stuff accurately on dx12
but I wonder why UE didnt take advantage of rt cores
they do for HW Lumen
like for the early UE5 versions I get it
isnt hw lumen rare and usually custom forks
not part of core ue?
it's part of core UE
but games have to build DXR pipelines to use it
which a lot of games don't because HW Lumen is more expensive
than SW Lumen
while not being that much better visually
what I'm saying is
this is because HW RT is very strcit on how it works
sw lumen is RT right
yes it is
and it would run better if it took advantage of rt cores on nvidia right
no
because the RT Cores are fixed function
and more or less require you to do things their own way
like they do 1 type of math really really well type shit right
yeah
which doesn't really work for the way Lumen does things
which is why HW Lumen while it looks better
actually has much worse performance
ah
I thought SW Lumen was raytracing that didnt use rt cores for pepega reasons, and if it did it would look the same but run better
nah
it didn't use RT Cores because it predated RT Cores being a thing, but when they became a thing, they can't take advantage of some of the shortcuts SW Lumen uses to speed things up
and so as a result it ends up slower
5.8+ native hdr will be
-> run the sdr filmic tonemapper
-> inverse sdr filmic tonemapper using the aces2 formula
(so you're inversing with the wrong function)
-> run Aces2 ontop of the inversed color
aaaaaaaaaaaaaaaaaaa
why are they SO FUCKING BAD AT THIS
OH MY FUCKING GOD
like i just want to talk with the HDR dude working on UE

like what's up with those awful choices
"there's one autistic graphics programmer"
marat we're all autistic here
ik
lmao
its what I was told
no
but I lost it
basically normal people going in the c++ door, and coming out as felix and astolfo
but yea you'd think a company with effectivly an infinite budget
would want to do things right
i mean office politics play a huge factor into this so i'm not surprised
and with hdr snowballing in popularity, want it to look good
this always happens
yea
btw i found a thing
lets c
this goes into some detail about the custom shit they did
reading this article reminded me
of the (korean?) sims game
with RT that ran like shit
inZOI
it's still around
did it just fizzle out
ah
nice
btw how much of ue ini tweaks are cope/fake news
like U+ usually does a good job
but my understanding is if a game could get free perf from a few ini changes, the devs would ship it
(unless it was an oversight)
there's a lot of flexibility that you can do with UE CVars.
but there's no such thing as free perf
sure, and something like potato mode for FPS is fine
thats what I'm talking about
its all either a tradeoff or snakeoil
you can get huge perf gains by tweaking lumen/nanite but you are trading off quality for performance here
and some of those trade offs can be significant
like you can absolutely murder nanite/lumen quality if you want to
ngl whats the current take on nanite
when it was being marketed as "infinite LOD for free" i was kind of hype
when I tried remnant 2, I was impressed; it genuinly feels like perfect LOD all the time
but then you have games that either have shit implementation, or popin; so nanite doesnt do as well
Nanite is cool but you need to know how/when/where to use it
The art style underwent numerous trials and validations by both the art team and technical artists (TA). The producer wanted to find the right balance between cartoon fantasy and realism. The lighting model in Unreal Engine is derived from Disney's PBR (physically based rendering) model, so despite the high proportion of cartoon elements, our lighting calculations follow PBR standards. This enabled us to give our models unique styles with realistic texture.
didnt expect disney to pop up
uh
you need to learn more about computer graphics then
because Disney/Pixar did a lot of shit
they did the PBR model every engine uses
because here's the secret of stylized vs realistic graphics
it's all sort of the same
like we're all trying to simulate reality here, this is just artstyle
but the fundamentals of how shit like lighting works don't change
it either works the same as it does on our real world or it will look fucked
and we can tell it looks fucked
and while sure, doing something that doesn't simulate our reality might be cool for an horror game or whatnot
it's usually not the way to go about it
ik pixar had hours per frame RT back in the ants days
as in ants the movie
this is a good read
they are pioneers in computer graphics
they talk about how their GI helped make characters look how they wanted
reminds me of the PT on/off RE9 meme
with the girl
pt off = no shadows = uncanny
pt on = looks good
because natural shadows make her look normal
like there are some things that if you use Nanite on, it will murder your performance, like foilage
this is because nanite needs content to be authored for it
but imo the biggest reason nikki looks good is because it sounds like the devs "had a plan"
like they know what they wanted their game to look like
and nanite doesn't work on every thing
I thought foilage is part of what you want
and what LOD griefs the most
no actually
nanite is really bad at handling it
like low lod foilage is like jagged pixels
and high lod foilage is like actual strands
explaining why nanite is bad for foilage would require me to explain the technical details behind it which i'm a bit lazy to do rn
but uh
it's bad actually ™
In terms of scene lighting, our technical and art teams collaboratively developed a tone mapping effect to establish the unique artistic style of Nikki's expansive world. GI parameter adjustments and modifications in occlusion and GI tracking were made to maintain the image's integrity while ensuring distinctive GI features, thus achieving the game's unique visual style.
the shader is generic ue filmic -- they prolly tuned the params; or they're bunching in tonemapping with overall colorgrading (not just the curve that squishes the color)
nah dont, I trust
so basically, for a given game, not everything will be using nanite
I just remember seeing a demo pre ue5 release
you can mix nanite and non-nanite content
nanite is a technology that you kinda need to develop for
and every "pixel" in the world was nanite
but it was also a tech demo
and upgrade it to use nanite
that makes sense
it doesn't work
it is pretty
indeed
they are tweaking the params
the post lutbuiler shit doesn't do a lot
atleast in that pic
so the lutbuilder starts off going to linear, then doing all the colorgrading, and then ap1 and then it does the filmic TM stuff
the lutbuilders the game uses are pratically untouched too
yea
they're all generic
thing is colorgrading (pre untonemapped ap1, like way ontop)
can have a pretty big impact
the nuke color grading section
are the vids on the page how the game actually looks while playing on pc
or is it a "juiced up tech demo"
it is yeah
man if every ue game looked like that, people would praise it as the best engine on the planet
inf nikki shows its possible, just requires work
like compare this to
timestamp: https://youtu.be/VFB9gmJr-MU?t=262
for context: CV2 runs like horseshit; at 4k dlss quality or balanced idr; I'd struggle to get 80-90 fps in the open world
ended up playing using optifg + xess fg
no rt, nothing; just a bad game
this looks like you're actually running through a fantasy world
I mean UE will give you a solid base to work on, but if you make content without giving a shit about performance it will run bad no matter what, and it also can't give you good art
this looks like fake cardboard cutouts with no life to it
imo I dont like the people who shit on UE as a whole
imo its a tool
and its how you use it
like a game looking good is more than technology
if you just do the bare minimum to ship a game, ofc it looks like shit
there's no amount of technology that can save bad art
for sure
and it's just that it turns out a lot of people don't care too much about that
i don't like it either
like, while it is a tool
like one theory out there is it makes people easier to hire out of college
instead of teaching students all the "boomer coding" -- just teach UE, and they're ready to work
at the end of the day it's just the most popular engine to use out there
which means people will churn out slop with it
isnt unity the slop engine
both are the slop engine
I guess ue is the expensive slop
unity is the mobile slop engine
the 70$+ slop
now, UE as a tool
has problems
some of those problems are just devs misusing it
some of those problems are epic's fault
like there is some shit on UE that is actually just bad
and it is just Epic's fault
like HDR
lmao
pretty much all the tonemapping/hdr is straight up epic's fault at this point
yeah
yea
like
ini hdr (no mods, just ersh's old ui fix shader)
with aces1
isnt bad hdr
like remember the old ue4ss zip I made
that forced output device, with the shader replace addon, and shaders ersh made that ungriefed the srgb encoded ui
outside of games with sdr luts, it was servicible hdr; like a better experiance over sdr
i mean it's not bad when it's used on games that don't use SDR color grading
aces2 will be a whole new tier of grief
yea wont work on lets say romancing saga that messes with the filmic params
I think ACESv1 is bad and while you can sort of color grade it to make it less bad
because sdr looks nothing like ACES
the point is at the time, when all the other alternatives where ITM
I'd happily play a game with aces1.x (the one that added blue correct; 1.3 I think?)
I mean i'm ignoring HDR here, because the HDR implementation is service when it works, it being fixed nits is a bit sus but sure fine.
but aces2 based on pumbo's pics from the actual project file + crimson desert
is going to be straight grief
ue 5.1 or 5.2 added scaling
but i think the SDR tonemapping/color grading shit is just bad
but yea before that it was 1000 or 2000
yep, filmic stuff in general is bad
and like
you can not change the tonemapper without modifying the engine and it will FIGHT YOU if you try to do that
but when a game is built around it with dynamic paramaters; you gotta live with it or get a completely different look
yep
you either go the filmic way
like in SMT5
or go home
Is Aces 2 code available in reno yet?
like there's a lot of shit on UE it's bad, devs know it's bad, but Epic won't fix it out of what feels like pride
and all the meme grading + filmic memes is what blows it out to white
"we know what we're doing shut the fuck up"
look in #1469072401450012774
when aces2 was announced, I had a bit of cope that it might look good enough that mods wouldnt be needed anymore for a decent native hdr on experiance
since they'd scale by luminance and shit
but they had to find a way to ruin it
this game is actually just absurdly pretty*
*on PC/PS5 
even the strands of grass look nice
the place from the video you sent lmao
so what do they make you
do for your "daily chores"
like every gacha game has some bullshit that you grind out
jump puzzles?
the dailies are super quick to do actually
but the gameplay is basically just jumping puzzles + collecting shit from the open-world
do you see other people
like an mmo?
or is it all instanced like I think genshin
where its a 1p game that phones home to a server, but you can invite a friend to your hub/house or something
it's mostly a single player game
but there's a online co-op hub
where you an see and interact with other people
(up to like 40 people)
though open-world is restricted to co-op with just a friend (so 2 people)
it is mostly a single player game with some minor co-op and online elements
like one thing this game does
is that you can place hourglasses anywhere in the world with a picture
and it will show up to other players
like messages on souls games
it's pretty cute ™
i'm not done shilling this game graphics yet
i'll cheat a bit and use camera mode this time lmao
I was thinking of when I played arma3 life
its like irl simulator
and you just hang out with people
and there is proximity voice
and roleplay
like I drove a f150 to the steel factory
that was my job
and was saving money to buy an oil drill
so I was thinking it would be kind of cool to have an anime "arma life" where you RP
and there are other people also rping
I guess thats ff14 in a way
well yeah
but also the problem of making a game like this an mmo is that uh
you can't have characters/worlds this detailed
if you have to render a lot of people
or you make your char with a char creator
it seems most of the "rendering budget" went to making 1 char look good
so yea multiple people would probably blow up
there's no character creator, the only thing you can do is change nikki's skin tone, though you can customize nikki's face a lot with makeup and some skills that change her actual face lmao
i mean
yeah lmao
you can notice this
on the co-op area
oh shit tell me
how does it scale
from 1p -> 2p in frame
and so on
esp with fancy costumes
so by default everyone shows up as ghosts and you have to request to illuminate them to see their clothing and stuff
ngl thats smart
so whats the diff between 1p vs. 2p (illuminated) vs. 3
like having 5 players illuminated on screen causes me to lose 25% of performance lmao
like % scale
oh thats not horrible
it's not horrible
assuming all 5 players have the same high quality
yea I was expecting 1 more to already kick your fps down a bit
yea thats fine
ngl ghosts are prolly better than rendering low-quality versions ruining the "immersion"
our brains are funky
like if they see something wrong, they'll notice it right away
but when everything is chill, it'll go along with the "illusion"
so if you had your char rendered perfectly and an online player that was rendered with "low graphics" -- it would prolly kill the vibe
yeah
the ghosts aren't ugly either
That’s sad
And game is family category, so mod makers probably not very interested to waste time for fixing it
oh wow
o shit its 5am, isnt it like 7am whre you're at
I'm off
I'm trying the addon on High on Life (first one) and it works... I mean I think it is. But do I need the engine.ini tweaks? Because when I use them I get a black screen ingame only with HUD visible.
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=3
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
These I mean
Can someone explain why we are supposed to **disable **HDR in game settings?
With Wuchang 1.4.1 everything was fine with this recommandation, but since I've upgraded to 1.7 if I let HDR disabled, the game set r.HDR.EnableHDROuput = "0" in the console and I get washed out SDR.
I need to enable HDR in game settings, and the image seems to look OK.
With HDR disabled in game settings :
With it enabled :
With hdr enabled the use a different shader that’s missing the color grading
But what is technically the difference between sending r.HDR.EnableHDROuput via engine.ini and via console? This shouldn't be the same?
Oh you mean the game does more than enabling HDR if set in the game settings, it use a different shader... understood
So my only solution would be to find a way to send r.HDR.EnableHDROuput via the console and letting HDR off in game settings?
Just tested sending r.HDR.EnableHDROuput 1 in the console, it stays in SDR, this command is not dynamically taken. I'm screwed.
I'll stay with reno + vanilla shader (looks fine though)
oh idk
prob same
just that if enabling hdr with their in game slider it uses a different shader
Yes but as of 1.7 (or 1.5 or 1.6 idk I made the jump from 1.4.1) the dev force r.HDR.EnableHDROuput command after the engine.ini reading, so it's not possible anymore to use reno shader :S
We would have to find a way to enforce r.HDR.EnableHDROuput 1 after the one sent by the game
#1411800884303626311 message
Was there a site with all the games that work with Extended?
I don't have access to your link :
you need the wuchang role under "Channels & Roles" in the Ultra+ server
@peak galleon stand corrected it is pretty breathtaking don't want to spoil but near the end it's insane
Told ya
So I've installed the U+ reno FG fix (thanks @fallen drum !), but the color grading is exactly the same with fix and HDR off in game settings than with only reno and HDR on in game settings.
So it seems even with HDR enabled in game, reno can apply its shaders just fine :
Reno probably works with ingame HDR on but iirc all of the luts used in sdr are skipped if you toggle ingame HDR. The main menu might not be using a lut, idk
I think it is because if you play with lut strength you see the difference, being in title menu or "real" map
lut strength is super obvious in the first area
either way jon extensivly tested the game, native hdr on = bad
ini tweaks or the sdr path if you dont need framegen = good
idk, I'm just saying that wether with reno on + ini tweaks + hdr in game on OR reno on + ini tweaks + u+ fix + hdr in game off, it's exactly the same
@alpine ermine when native hdr is on, do the sliders work in reno?
@regal kayak I think Wu Chang fixed their native hdr [atleast when it comes to the lutbuilders used; so it can be modded via ue-extended]
lut strength + scaling works
I dont see a visible difference vs. ini tweaks and
native hdr
only downside is their window behavior
its using 0xc496b5c3 this scene, with is the sdr lutbuilder with 3 sdr luts
it seems the game can be safely played with native hdr on
I might just default it to that
looks the same as sdr/ini tweaks
feels like its time to suggest hdr on for wu chang // default addon.cpp to use the native hdr
I wonder if there is a way to read the default settings array, and if the default settings suggest using the hdr path; a message shows up in the imgui saying "please enable native hdr in game"
Yes, everything works the same
yea I just tested it, it seems native hdr on works just fine
atleast in the starting area
Lords of the Fallen (2023)
Does dumping luts only dump new ones? Because Lords of the Fallen is already on the wiki
Sorry for the late reply wasn't at home so couldn't try, just for your information in game sliders does work and at the middle it looks a bit crushed.
open and close equipment for sliders to update
@quasi garden all the lutbuilders are in the game, just for fun try the native hdr
and make sure you set Upgrade Path to off in UE Extended (if thats what you're using)
if you're not using ue-extended, the game already works just fine with UE Generic
Yeah I already got that. What I mean is these sliders. These are still affecting HDR settings. So it's hard to adjust.
If you mean change these sliders and then go into the character screen, that doesn't change anything.
which addon are you using
whats the name of it
unrealengine or ue-extended
if its name is unrealengine, play with native hdr off
It is the extended one
extended might work with just native hdr on, and "processing path" set to off in the renodx settings (restart game)
the lutbuilders are there, composite shader might be there too since there arnt a lot of them
give it a go
Okay, let me try that quickly. Was trying non extended build with sdr. It feels a bit desaturated compared to base game. I didn't think scene change requirement was also needed in this game so I thought none of them worked correctly.
It looks like upgrade path was already off
so whats wrong
if you set the dechroma slider to 100, and restart the game
is the game black and white?
It might be that I was delusional all the time.
Dechroma change works without restarting, going in to inventory and out. I think the issue is in game brightness slider at middle might be not the balanced option.
Too much is lost when it's at the middle. Increasing a bit helps.
Left is how I adjusted just now and on the right is when I place it in the middle
make sure all the ingame brightness settings are default
if its too dark, disable gamma correction or increase shadows
Wish there was a reset button to switch to default settings but at least I know that it works correctly now. Thanks and sorry for bothering
Hello. Echo Point Nova with dlss looks washed out (tried recommended upgrades, didn't work). Dumped lutbuilders, seems one is new
eyy finally got timesplitters rewind to upgrade
I just set everything to output size and hoped for the best
only issue is this game is so god damn dark
ok sdr grading bypass seems to remedy that
man this game fucking hates you
I was trying to run Soundfall with latest snapshot and it just runs out of the box. I didn't need to change any setting. (I couldn't see any info about it on the github so I wrote this here. I will play it in next weeks and update if I see any anomaly)
I am not sure if someone could help me out but I am a bit confused:
there is a brightness slider in the game and to me it looks like a gamma slider:
Default is 50.
How can I find out what in-game brightness setting is using gamma 2.2? (I am a bit confused because renodx is already using gamma correction = 2.2 so if the game is already 2.2 it would look "wrong", right?)
50 looks correct to my eyes but I would like to know if there is any way to check what exact gamma it is using. Thanks in advance.
always choose the default value in any game
gamma correction just emulates the sdr eotf when in hdr nothing to do with this
it too should be left at default
Alright. Thanks a lot :))
Hi ! I played Mortal Kombat 1 today with UE extended and the blacks are crushed. With some of the darker combat stages there is totally no details anymore. Someone else played the game recently ?
wonder if screamer will just work
screamer ?
Ah sorry I thought you were responding to me 😅
ah no lol
screamer's got hdr support, but you have to choose between either 1000 and 2000 peak lol
nothing else
I figured that would be the case, every Milestone game I've played has been default UE HDR 1000/2000
I haven't played recently, but did the UI look fine to you? Nothing broken?
I haven't really focused my attention on the UI to be honest, all I could see was that the game was a lot darker than the last time I played.
But what do you mean exactly by broken ?
mk1 is cooked
there is prolly a shader that comes after the lutbuilder, and it needs some custom code
I don't have any screenshots but basically anything UI was bugged, wrong colors, pure white turned black, stuff like that
I think I was the first to try to get MK1 working with the UE generic mod but I couldn't get the UI fixed at all
When I played it last time the only problem was in the menu otherwise it was all good
Interesting, I'll have to try it out again sometime then
@dusty girder sorry for tagging you, but can you add this shaders?
sorry completely forgot
give me 3 minutes
@bold hawk
Is there No ini file or sumn?
if ya'll need something done, ping me like every 2 days or something
I might've made a to-do list but got sidetracked
sounds like typical UE HDR then
Wukong's game specific mod seems to be broken since the January update. Renaming dxgi didn't help. But I assume UE mod supercedes the game-specific mod?
I did manage to launch it without issues at first, but it doesn't launch now after I tried to restart the game
Nvm, looks like it was RHI installing d3d9 instead of dxgi
old too
@restive rain download this and just manually do the ini tweaks
wu kong standalone is basically depricated
and akuru moved it all over to that
Aaand, it crashes again
Got it, thanks
you have to set the processing path to off and restart the game (change settings to advanced, processing path off, restart game in the reno mod) + ini tweaks
if you keep having issues in wukong specifically, try renaming dxgi.dll to dxgi.asi and using Ultimate ASI Loader or some other loader to load it
I don't need ini tweaks if I'm not gonna be using slopgen, right?
uh
you still want them
for that game
I forgot the reason why, but the game does something special
Got it
the wu kong addon automatically applies ini tweaks
but you're right, but literally any other game
if you dont care about FG
assuming the sdr path/upgrades doesnt grief your perf or create artifacts
you can just use the sdr path/no ini tweaks
wu kong with no pt + fg sounds like a sad time
I played it on release on a 4090 dlss perf and 2x fg (all we had at the time)
and it was solid
With PT, but only at 30 fps 
sadly the game was kinda mid
But it's okay
I think the 4090 with 4k dlss perf barely hit 60
5090 can go above 60 
||I just spent a bunch of money on yugioh packs, and didnt even get everything I need||
No clue in screamer's case, but their previous games I've played have been the same default UE stuff, requiring fullscreen too.
@restive rain if you want, you can try no ini tweaks
you'll need to upgrade RGB10_a2 to output size
it might cost you a fps or 2
Np. Will check a bit later, thanks!
Still crashes. Opened the game, barely managed to off processing path at 3 fps while shaders were recompiling, killed the process (shader comp too long), relaunched, crashed. Gonna do the ini tweaks now after all 
i had the same problem, this specifically fixed it #1411800884303626311 message
there are people on nexus complaining about a black screen since december
With ue ext? That's what I'm trying now
yeah, either one
if you want to try the sdr path (no ini tweaks) you need processing path on
off = native hdr/ini tweaks
on = sdr path (upgrades)
Just did the ini tweaks, let's see
Was set already
Posting for a friend who is playing Retro Rewind - Video Store Simulator I don't think this game is supported yet with UE reno. I believe I did it correctly using the dev-kit with the auto dump. I did it with the demo but I think it should be the same as the full game.
it's not renodx specifically, I couldn't get ReLimiter to load either, the dll is just loading too early or something
hence loading as asi
Will try this
i installed ASI loader as winmm, not sure if it makes a difference in this case
This wasn't necessary
Finally
Some monke
what wasn't necessary, loading as winmm or the loader in general?
Winmm
ahh, yeah that was just the first name I tried
prolly by the bmw mod
enjoy the mid game
govnovos sim is better
rip, bros are not cooking
Just dinput8 worked
Dropped Wuchang in the end, hopefully this is at least somewhat decent, was on the radar for a while

